note
	description: "[
		A window.
		You need a renderer (see: GAME_WINDOW_RENDERED)
		or a window surface (see: GAME_WINDOW_SURFACED)
		to put thing on the window.
	]"
	author: "Louis Marchand"
	date: "Fri, 27 Feb 2015 14:42:17 +0000"
	revision: "1.0"
	todo: "HighDPI"

deferred class 
	GAME_WINDOW

inherit
	GAME_LIBRARY_SHARED

	DISPOSABLE

	GAME_WINDOW_EVENTS
		rename
			make as make_events,
			stop as stop_events,
			run as run_events,
			is_running as is_events_running,
			clear as clear_events
		end

feature {NONE} -- Initialisation

	make (a_title: READABLE_STRING_GENERAL; a_display: detachable GAME_DISPLAY; a_is_x_centered, a_is_y_centered, a_is_x_undefined, a_is_y_undefined: BOOLEAN; a_x, a_y, a_width, a_height: INTEGER_32; a_flags: NATURAL_32)
			-- Initialization of a a_widthxa_height Current at position
			-- (a_x,a_y) using a_title as window caption, and
			-- using a_flags as internal attributes flags. If a_is_x_centered
			-- or a_is_y_centered are set, the position will be centered on
			-- a_display. If a_is_x_undefined or a_is_y_undefined are
			-- set, the position does not matter, but will be place on a_display
			-- If a_display is Void, the first found display will be used.
		require
			game_screen_video_enabled: Game_library.is_video_enable
			centered_or_undefine_x: a_is_x_centered implies not a_is_x_undefined
			centered_or_undefine_y: a_is_y_centered implies not a_is_y_undefined
			width_valid: a_width > 0
			height_valid: a_height > 0
		local
			l_utf_converter: UTF_CONVERTER
			l_title_utf_8: C_STRING
			l_x, l_y: INTEGER_32
		do
			create l_utf_converter
			create l_title_utf_8.make (l_utf_converter.string_32_to_utf_8_string_8 (a_title.to_string_32))
			clear_error
			item := {GAME_SDL_EXTERNAL}.sdl_createwindow (l_title_utf_8.item, position_coordinate_or_flags (a_x, a_is_x_centered, a_is_x_undefined, a_display), position_coordinate_or_flags (a_y, a_is_y_centered, a_is_y_undefined, a_display), a_width, a_height, a_flags)
			manage_error_pointer (item, "Could not create the window.")
			make_events;
			Game_library.internal_windows.extend (Current)
		ensure
			make_window_is_open: not has_error implies exists
		end

	position_coordinate_or_flags (a_coordinate: INTEGER_32; a_is_centered, a_is_undefined: BOOLEAN; a_display: detachable GAME_DISPLAY): INTEGER_32
			-- If a_is_centered or a_is_undefined is set, return the corresponding
			-- position flags (managing also a_display if not Void). If they are
			-- both False, return a_coordinate
		require
			centered_or_undefine: a_is_centered implies not a_is_undefined
		do
			if a_is_centered then
				if attached a_display then
					Result := {GAME_SDL_EXTERNAL}.sdl_windowpos_centered_display (a_display.index)
				else
					Result := {GAME_SDL_EXTERNAL}.sdl_windowpos_centered
				end
			elseif a_is_undefined then
				if attached a_display then
					Result := {GAME_SDL_EXTERNAL}.sdl_windowpos_undefined_display (a_display.index)
				else
					Result := {GAME_SDL_EXTERNAL}.sdl_windowpos_undefined
				end
			else
				Result := a_coordinate
			end
		end
	
feature -- Access

	update
			-- Print the visual buffer modification to the screen
		require
			window_not_closed: exists
		deferred
		end

	has_clipboard_text: BOOLEAN
			-- True if the system clipboard has some text
		do
			Result := {GAME_SDL_EXTERNAL}.sdl_hasclipboardtext
		end

	clipboard_text: READABLE_STRING_GENERAL assign set_clipboard_text
			-- The text contained by the system clipboard
		require
			has_text: has_clipboard_text
		local
			l_converter: UTF_CONVERTER
			l_c_pointer: POINTER
			l_c_string: C_STRING
		do
			clear_error
			l_c_pointer := {GAME_SDL_EXTERNAL}.sdl_getclipboardtext
			if not l_c_pointer.is_default_pointer then
				create l_c_string.make_shared_from_pointer (l_c_pointer)
				Result := l_converter.utf_8_string_8_to_string_32 (l_c_string.string)
				{GAME_SDL_EXTERNAL}.sdl_free (l_c_pointer)
			else
				manage_error_pointer (l_c_pointer, "Cannot fetch clipboard text.")
				Result := ""
			end
		end

	set_clipboard_text (a_text: READABLE_STRING_GENERAL)
			-- Put a_text into the system clipboard
		local
			l_converter: UTF_CONVERTER
			l_error: INTEGER_32
			l_c_string: C_STRING
		do
			clear_error
			create l_c_string.make (l_converter.string_32_to_utf_8_string_8 (a_text.to_string_32))
			l_error := {GAME_SDL_EXTERNAL}.sdl_setclipboardtext (l_c_string.item)
			manage_error_code (l_error, "Cannot put text into the system clipboard.")
		end

	brightness: REAL_32 assign set_brightness
			-- The Gamma correction where 0.0 is completely dark and 1.0 is normal.
		require
			window_not_closed: exists
		do
			Result := {GAME_SDL_EXTERNAL}.sdl_getwindowbrightness (item)
		ensure
			window_brightness_not_changed: brightness = old brightness
		end

	set_brightness (a_brightness: REAL_32)
			-- Set the brightness (gamma correction) to a_brightness for Current where 0.0 is completely dark and 1.0 is normal.
			-- Set has_error when an error occured.
		require
			window_not_closed: exists
			window_set_brightness_valid: a_brightness >= 0.0 and a_brightness <= 1.to_real
		local
			l_error: INTEGER_32
		do
			clear_error
			has_error := False
			l_error := {GAME_SDL_EXTERNAL}.sdl_setwindowbrightness (item, a_brightness)
			manage_error_code (l_error, "An error occured when setting the brightness of the window.")
		ensure
			window_set_brightness_changed: brightness = a_brightness
		end

	display_index: INTEGER_32
			-- Index of the display containing the center of the window.
		require
			window_not_closed: exists
		do
			clear_error
			has_error := False
			Result := {GAME_SDL_EXTERNAL}.sdl_getwindowdisplayindex (item)
			manage_error_code (Result, "An error occured when getting the display index.")
		ensure
			window_display_index_valid: not has_error implies Result >= 0
		end

	display: GAME_DISPLAY
			-- display containing the center of the window.
		require
			window_not_closed: exists
		local
			l_index: INTEGER_32
		do
			l_index := display_index
			if l_index >= 0 then
				create Result.make (l_index)
			else
				create Result.make (0)
			end
		end

	close
			-- Close Current (you cannot open it again).
		require
			window_not_closed: exists
		do
			clear_events
			{GAME_SDL_EXTERNAL}.sdl_destroywindow (item)
			item := create {POINTER}.default_create;
			Game_library.internal_windows.prune_all (Current)
		end

	exists: BOOLEAN
			-- Is Current has been closed
		do
			Result := not item.is_default_pointer
		end

	pixel_format: GAME_PIXEL_FORMAT_READABLE
			-- The internal format of the pixel representation in memory.
		require
			window_not_closed: exists
		do
			create Result.make_from_flags ({GAME_SDL_EXTERNAL}.sdl_getwindowpixelformat (item))
		end

	window_manager: GAME_WINDOW_MANAGER
			-- The window manager managing Current.
		require
			window_not_closed: exists
		local
			l_wm_info: POINTER
			l_valid: BOOLEAN
		do
			l_wm_info := l_wm_info.memory_calloc (1, {GAME_SDL_EXTERNAL}.c_sizeof_sdl_sys_wm_info)
			{GAME_SDL_EXTERNAL}.sdl_version_compile ({GAME_SDL_EXTERNAL}.get_sys_wm_struct_version (l_wm_info))
			clear_error
			l_valid := {GAME_SDL_EXTERNAL}.sdl_getwindowwminfo (item, l_wm_info)
			manage_error_boolean (l_valid, "An error occured when getting the window manager informations.")
			create Result.own_from_pointer (l_wm_info)
		end

	id: NATURAL_32
			-- The internal identifier of the Window (For logging purpose)
		require else
			window_not_closed: exists
		do
			Result := {GAME_SDL_EXTERNAL}.sdl_getwindowid (item)
		end

	hide
			-- Remove the visibility of Current
		require
			window_not_closed: exists
		do
			{GAME_SDL_EXTERNAL}.sdl_hidewindow (item)
		end

	show
			-- Active the visibility of Current (previously removed by hide)
		do
			{GAME_SDL_EXTERNAL}.sdl_showwindow (item)
		end

	maximize
			-- Change the dimension of Current to fill the screen
		require
			window_not_closed: exists
		do
			{GAME_SDL_EXTERNAL}.sdl_maximizewindow (item)
		end

	minimize
			-- Put Current in an iconic representation
		require
			window_not_closed: exists
		do
			{GAME_SDL_EXTERNAL}.sdl_minimizewindow (item)
		end

	restore
			-- Get the original dimension of Current (previously change with maximize or minimize)
		require
			window_not_closed: exists
		do
			{GAME_SDL_EXTERNAL}.sdl_restorewindow (item)
		end

	raise
			-- Put Current to the front
		require
			window_not_closed: exists
		do
			{GAME_SDL_EXTERNAL}.sdl_raisewindow (item)
		end

	put_border
			-- Put border decoration to Current
		require
			window_not_closed: exists
		do
			{GAME_SDL_EXTERNAL}.sdl_setwindowbordered (item, True)
		end

	remove_border
			-- Remove border decoration to Current
		require
			window_not_closed: exists
		do
			{GAME_SDL_EXTERNAL}.sdl_setwindowbordered (item, False)
		end

	display_mode: GAME_DISPLAY_MODE assign set_display_mode
			-- The display mode of Current in fullscreen mode
		require
			window_not_closed: exists
		local
			l_error: INTEGER_32
		do
			create Result.make (1, 1)
			l_error := {GAME_SDL_EXTERNAL}.sdl_getwindowdisplaymode (item, Result.item)
			manage_error_code (l_error, "Cannot retreive the display mode of a window.")
		end

	set_display_mode (a_display_mode: GAME_DISPLAY_MODE)
			-- Assign display_mode with the value of a_display_mode
		require
			window_not_closed: exists
		local
			l_error: INTEGER_32
		do
			l_error := {GAME_SDL_EXTERNAL}.sdl_setwindowdisplaymode (item, a_display_mode.item)
			manage_error_code (l_error, "Cannot assign a display mode to a window.")
		end

	set_fullscreen
			-- Activate the "true" fullscreen mode (changing resolution if necessary)
		require
			window_not_closed: exists
		local
			l_error: INTEGER_32
		do
			l_error := {GAME_SDL_EXTERNAL}.sdl_setwindowfullscreen (item, {GAME_SDL_EXTERNAL}.sdl_window_fullscreen)
			manage_error_code (l_error, "Cannot set window to full screen (true)")
		end

	set_fake_fullscreen
			-- Activate the "fake" fullscreen mode (setting a not bordered maximized window)
		require
			window_not_closed: exists
		local
			l_error: INTEGER_32
		do
			l_error := {GAME_SDL_EXTERNAL}.sdl_setwindowfullscreen (item, {GAME_SDL_EXTERNAL}.sdl_window_fullscreen_desktop)
			manage_error_code (l_error, "Cannot set window to full screen (fake)")
		end

	set_windowed
			-- Desactivate any fullscreen mode
		require
			window_not_closed: exists
		local
			l_error: INTEGER_32
		do
			l_error := {GAME_SDL_EXTERNAL}.sdl_setwindowfullscreen (item, 0)
			manage_error_code (l_error, "Cannot set window to not fullscreen")
		end

	is_fullscreen: BOOLEAN assign set_is_fullscreen
			-- Is Current in fullscreen mode
		require
			window_not_closed: exists
		do
			Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_fullscreen) /= 0
		end

	set_is_fullscreen (a_value: BOOLEAN)
			-- Assign to is_fullscreen the value of a_value
		do
			if a_value then
				set_fullscreen
			else
				set_windowed
			end
		ensure
			is_assign: is_fullscreen ~ a_value
		end

	is_fake_fullscreen: BOOLEAN assign set_is_fake_fullscreen
			-- Is Current in fullscreen mode
		require
			window_not_closed: exists
		do
			Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_fullscreen_desktop) /= 0
		end

	set_is_fake_fullscreen (a_value: BOOLEAN)
			-- Assign to is_fake_fullscreen the value of a_value
		do
			if a_value then
				set_fake_fullscreen
			else
				set_windowed
			end
		ensure
			is_assign: is_fake_fullscreen ~ a_value
		end

	is_opengl_compatible: BOOLEAN
			-- Is Current can be used in an OpenGL context
		require
			window_not_closed: exists
		do
			Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_opengl) /= 0
		end

	is_visible: BOOLEAN
			-- Is Current in can be seen in the screen (not hidden)
		require
			window_not_closed: exists
		do
			Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_shown) /= 0
		end

	is_hidden: BOOLEAN assign set_is_hidden
			-- Is Current in invisible
		require
			window_not_closed: exists
		do
			Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_hidden) /= 0
		end

	set_is_hidden (a_value: BOOLEAN)
			-- Assign to is_hidden the value of a_value
		do
			if a_value then
				hide
			else
				show
			end
		ensure
			is_assign: is_hidden ~ a_value
		end

	has_border: BOOLEAN
			-- Is Current has border decoration
		require
			window_not_closed: exists
		do
			Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_borderless) = 0
		end

	is_resizable: BOOLEAN
			-- Can Current be resized by the user
		require
			window_not_closed: exists
		do
			Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_resizable) /= 0
		end

	is_minimized: BOOLEAN assign set_is_minimized
			-- Is Current in iconized representation
		require
			window_not_closed: exists
		do
			Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_minimized) /= 0
		end

	set_is_minimized (a_value: BOOLEAN)
			-- Assign to is_minimized the value of a_value
		do
			if a_value then
				minimize
			else
				restore
			end
		ensure
			is_assign: is_minimized ~ a_value
		end

	is_maximized: BOOLEAN assign set_is_maximized
			-- Is Current in maximized mode (to fill the screen)
		require
			window_not_closed: exists
		do
			Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_maximized) /= 0
		end

	set_is_maximized (a_value: BOOLEAN)
			-- Assign to is_maximized the value of a_value
		do
			if a_value then
				maximize
			else
				restore
			end
		ensure
			is_assign: is_maximized ~ a_value
		end

	has_input_focus: BOOLEAN
			-- Is Current having the focus for keyboard input
		require
			window_not_closed: exists
		do
			Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_input_focus) /= 0
		end

	has_mouse_focus: BOOLEAN
			-- Is Current having the focus of the mouse
		require
			window_not_closed: exists
		do
			Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_mouse_focus) /= 0
		end

	is_foreign: BOOLEAN
			-- Is Current not created by the present library
		require
			window_not_closed: exists
		do
			Result := {GAME_SDL_EXTERNAL}.sdl_getwindowflags (item).bit_and ({GAME_SDL_EXTERNAL}.sdl_window_foreign) /= 0
		end

	gamma_correction: TUPLE [red: ARRAYED_LIST [NATURAL_16]; green: ARRAYED_LIST [NATURAL_16]; blue: ARRAYED_LIST [NATURAL_16]]
			-- The gamma encoding of Current
		require
			window_not_closed: exists
		local
			l_red, l_green, l_blue: ARRAY [NATURAL_16]
			l_error: INTEGER_32
		do
			create l_red.make_filled ({NATURAL_16} 0, 1, 256)
			create l_green.make_filled ({NATURAL_16} 0, 1, 256)
			create l_blue.make_filled ({NATURAL_16} 0, 1, 256)
			l_error := {GAME_SDL_EXTERNAL}.sdl_getwindowgammaramp (item, $l_red.to_pointer, $l_green.to_pointer, $l_blue.to_pointer)
			manage_error_code (l_error, "Cannot get gamma correction values.")
			Result := [create {ARRAYED_LIST [NATURAL_16]}.make_from_array (l_red), create {ARRAYED_LIST [NATURAL_16]}.make_from_array (l_green), create {ARRAYED_LIST [NATURAL_16]}.make_from_array (l_blue)]
		end

	set_gamma_correction (a_red, a_green, a_blue: ARRAYED_LIST [NATURAL_16])
			-- Assign the gamma_correction values using a_red, a_green, a_blue.
		require
			window_not_closed: exists
			red_arrays_count_valid: a_red.count = 256
			green_arrays_count_valid: a_green.count = 256
			blue_arrays_count_valid: a_blue.count = 256
		local
			l_red, l_green, l_blue: ARRAY [NATURAL_16]
			l_error: INTEGER_32
		do
			l_red := a_red.to_array
			l_green := a_green.to_array
			l_blue := a_blue.to_array
			l_error := {GAME_SDL_EXTERNAL}.sdl_setwindowgammaramp (item, $l_red.to_pointer, $l_green.to_pointer, $l_blue.to_pointer)
			manage_error_code (l_error, "Cannot set gamma correction values.")
		ensure
			is_assign: attached gamma_correction as la_gamma_correction and then (la_gamma_correction.red ~ a_red and la_gamma_correction.green ~ a_green and la_gamma_correction.blue ~ a_blue)
		end

	is_input_grabbed: BOOLEAN assign set_is_input_grabbed
			-- Is Current grabbing all input
		require
			window_not_closed: exists
		do
			Result := {GAME_SDL_EXTERNAL}.sdl_getwindowgrab (item)
		end

	set_is_input_grabbed (a_value: BOOLEAN)
			-- Assign to is_input_grabbed the value of a_value
		do
			if a_value then
				grab_input
			else
				release_input
			end
		ensure
			is_assign: is_input_grabbed ~ a_value
		end

	grab_input
			-- Force every input in Current
		require
			window_not_closed: exists
		do
			{GAME_SDL_EXTERNAL}.sdl_setwindowgrab (item, True)
		ensure
			is_grabbed: is_input_grabbed
		end

	release_input
			-- Release the input previously forced into Current
		require
			window_not_closed: exists
		do
			{GAME_SDL_EXTERNAL}.sdl_setwindowgrab (item, False)
		ensure
			is_not_grabbed: not is_input_grabbed
		end

	maximum_size: TUPLE [width: INTEGER_32; height: INTEGER_32]
			-- The maximum dimension that Current can take
		require
			window_not_closed: exists
		local
			l_width, l_height: INTEGER_32
		do
			{GAME_SDL_EXTERNAL}.sdl_getwindowmaximumsize (item, $l_width.to_pointer, $l_height.to_pointer)
			Result := [l_width, l_height]
		end

	set_maximum_size (a_width, a_height: INTEGER_32)
			-- Assign the values of maximum_size with the values a_width, a_height
		require
			window_not_closed: exists
		do
			{GAME_SDL_EXTERNAL}.sdl_setwindowmaximumsize (item, a_width, a_height)
		end

	minimum_size: TUPLE [width: INTEGER_32; height: INTEGER_32]
			-- The minimum dimension that Current can take
		require
			window_not_closed: exists
		local
			l_width, l_height: INTEGER_32
		do
			{GAME_SDL_EXTERNAL}.sdl_getwindowminimumsize (item, $l_width.to_pointer, $l_height.to_pointer)
			Result := [l_width, l_height]
		end

	set_minimum_size (a_width, a_height: INTEGER_32)
			-- Assign the values of minimum_size with the values a_width, a_height
		require
			window_not_closed: exists
		do
			{GAME_SDL_EXTERNAL}.sdl_setwindowminimumsize (item, a_width, a_height)
		end

	size: TUPLE [width: INTEGER_32; height: INTEGER_32]
			-- The present dimension of Current
		require
			window_not_closed: exists
		local
			l_width, l_height: INTEGER_32
		do
			{GAME_SDL_EXTERNAL}.sdl_getwindowsize (item, $l_width.to_pointer, $l_height.to_pointer)
			Result := [l_width, l_height]
		end

	set_size (a_width, a_height: INTEGER_32)
			-- Assign the values of size with the values a_width, a_height
		require
			window_not_closed: exists
		do
			{GAME_SDL_EXTERNAL}.sdl_setwindowsize (item, a_width, a_height)
		ensure
			is_assign: attached size as la_size and then (la_size.width ~ a_width and la_size.height ~ a_height)
		end

	height: INTEGER_32 assign set_height
			-- The vertical length of Current
		require
			window_not_closed: exists
		do
			Result := size.height
		end

	set_height (a_height: INTEGER_32)
			-- Assign height with the value of a_height
		require
			window_not_closed: exists
		do
			set_size (width, a_height)
		ensure
			is_assign: height = a_height
			width_not_changed: width = old width
		end

	width: INTEGER_32 assign set_width
			-- The horizontal length of Current
		require
			window_not_closed: exists
		do
			Result := size.width
		end

	set_width (a_width: INTEGER_32)
			-- Assign width with the value of a_width
		require
			window_not_closed: exists
		do
			set_size (a_width, height)
		ensure
			is_assign: width = a_width
			height_not_changed: height = old height
		end

	position: TUPLE [x: INTEGER_32; y: INTEGER_32]
			-- The coordinate (x,y) of the position of Current in the screen.
		require
			window_not_closed: exists
		local
			l_x, l_y: INTEGER_32
		do
			{GAME_SDL_EXTERNAL}.sdl_getwindowposition (item, $l_x.to_pointer, $l_y.to_pointer)
			Result := [l_x, l_y]
		end

	set_position (a_x, a_y: INTEGER_32)
			-- Assign position with the values a_x and a_y
		require
			window_not_closed: exists
		do
			{GAME_SDL_EXTERNAL}.sdl_setwindowposition (item, a_x, a_y)
		end

	x: INTEGER_32 assign set_x
			-- The horizontal coordinate of the position of Current
		require
			window_not_closed: exists
		do
			Result := position.x
		end

	set_x (a_x: INTEGER_32)
			-- assign x with the value of a_x
		require
			window_not_closed: exists
		do
			set_position (a_x, y)
		ensure
			is_assign: x = a_x
		end

	center_horizontally
			-- Change x so that Current became centered in the screen
		require
			window_not_closed: exists
		do
			set_x ({GAME_SDL_EXTERNAL}.sdl_windowpos_centered)
		end

	center_horizontally_on_display_index (a_index: INTEGER_32)
			-- Change x so that Current became centered in the screen number a_index
		require
			window_not_closed: exists
			index_valid: a_index >= 0 and a_index < Game_library.displays_count
		do
			set_x ({GAME_SDL_EXTERNAL}.sdl_windowpos_centered_display (a_index))
		end

	center_horizontally_on_display (a_display: GAME_DISPLAY)
			-- Change x so that Current became centered in the screen a_display
		require
			window_not_closed: exists
		do
			center_horizontally_on_display_index (a_display.index)
		end

	y: INTEGER_32 assign set_y
			-- The vertical coordinate of the position of Current
		require
			window_not_closed: exists
		do
			Result := position.x
		end

	set_y (a_y: INTEGER_32)
			-- assign y with the value of a_y
		require
			window_not_closed: exists
		do
			set_position (x, a_y)
		ensure
			is_assign: y = a_y
		end

	center_vertically
			-- Change y so that Current became centered in the screen
		require
			window_not_closed: exists
		do
			set_y ({GAME_SDL_EXTERNAL}.sdl_windowpos_centered)
		end

	center_vertically_on_display_index (a_index: INTEGER_32)
			-- Change y so that Current became centered in the screen number a_index
		require
			window_not_closed: exists
			index_valid: a_index >= 0 and a_index < Game_library.displays_count
		do
			set_y ({GAME_SDL_EXTERNAL}.sdl_windowpos_centered_display (a_index))
		end

	center_vertically_on_display (a_display: GAME_DISPLAY)
			-- Change y so that Current became centered in the screen a_display
		require
			window_not_closed: exists
		do
			center_vertically_on_display_index (a_display.index)
		end

	center_position
			-- Change position so that Current became centered on the screen
		require
			window_not_closed: exists
		do
			set_position ({GAME_SDL_EXTERNAL}.sdl_windowpos_centered, {GAME_SDL_EXTERNAL}.sdl_windowpos_centered)
		end

	center_on_display_index (a_index: INTEGER_32)
			-- Change position so that Current became centered in the screen number a_index
		require
			window_not_closed: exists
			index_valid: a_index >= 0 and a_index < Game_library.displays_count
		do
			set_position ({GAME_SDL_EXTERNAL}.sdl_windowpos_centered_display (a_index), {GAME_SDL_EXTERNAL}.sdl_windowpos_centered_display (a_index))
		end

	center_on_display (a_display: GAME_DISPLAY)
			-- Change position so that Current became centered in the screen a_display
		require
			window_not_closed: exists
		do
			center_on_display_index (a_display.index)
		end

	title: READABLE_STRING_GENERAL assign set_title
			-- The text to write in the title bar of Current (part of the decoration)
		require
			window_not_closed: exists
		local
			l_text_c: C_STRING
		do
			create l_text_c.make_by_pointer ({GAME_SDL_EXTERNAL}.sdl_getwindowtitle (item))
			Result := {UTF_CONVERTER}.utf_8_string_8_to_string_32 (l_text_c.string)
		end

	set_title (a_title: READABLE_STRING_GENERAL)
			-- Assign title using the value of a_title
		require
			window_not_closed: exists
		local
			l_utf_converter: UTF_CONVERTER
			l_text_m_ptr: MANAGED_POINTER
			l_count: INTEGER_32
		do
			create l_utf_converter
			l_count := l_utf_converter.utf_8_bytes_count (a_title, 1, a_title.count) + 1
			create l_text_m_ptr.make (l_count);
			l_utf_converter.string_32_into_utf_8_0_pointer (a_title.as_string_32, l_text_m_ptr, 0, Void)
			check
				pointer_not_null: not l_text_m_ptr.item.is_default_pointer
			end
			{GAME_SDL_EXTERNAL}.sdl_setwindowtitle (item, l_text_m_ptr.item)
		end

	move_mouse_to_position (a_x, a_y: INTEGER_32)
			-- Place the mouse at position (a_x,a_y) into Current
		require
			windows_not_closed: exists
		do
			{GAME_SDL_EXTERNAL}.sdl_warpmouseinwindow (item, a_x, a_y)
		end

	set_icon (a_surface: GAME_SURFACE)
			-- Place the icon represented by a_surface as Current icon (in the decoration)
		require
			windows_not_closed: exists
			surface_exists: a_surface.is_open
		do
			{GAME_SDL_EXTERNAL}.sdl_setwindowicon (item, a_surface.item)
		end

	start_text_input
			-- Begin to read text in Current
		do
			{GAME_SDL_EXTERNAL}.sdl_starttextinput
		end

	start_text_input_in_rectangle (a_x, a_y, a_width, a_height: INTEGER_32)
			-- Begin to read text in Current displaying updated in the
			-- rectangle starting at position (a_x, a_y) of dimention a_width X a_height.
			-- Note: The library will not automatically draw the text in the rectangle.
			-- The coordinate and dimention will be use to show the OS candidate list (if there is one).
			-- See: http://wiki.libsdl.org/Tutorials/TextInput#CandidateList
		local
			l_rectangle: POINTER
		do
			l_rectangle := l_rectangle.memory_calloc (1, {GAME_SDL_EXTERNAL}.c_sizeof_sdl_rect)
			{GAME_SDL_EXTERNAL}.set_rect_struct_x (l_rectangle, a_x)
			{GAME_SDL_EXTERNAL}.set_rect_struct_y (l_rectangle, a_y)
			{GAME_SDL_EXTERNAL}.set_rect_struct_w (l_rectangle, a_width)
			{GAME_SDL_EXTERNAL}.set_rect_struct_h (l_rectangle, a_height)
			{GAME_SDL_EXTERNAL}.sdl_settextinputrect (l_rectangle)
			start_text_input;
			l_rectangle.memory_free
		end

	stop_text_input
			-- Finish the reading of text in Current
		do
			{GAME_SDL_EXTERNAL}.sdl_stoptextinput
		end

	has_text_input: BOOLEAN
			-- Is Current in text input mode (see: start_text_input)
		do
			Result := {GAME_SDL_EXTERNAL}.sdl_istextinputactive
		end

	events_controller: GAME_EVENTS_CONTROLLER
			-- The main event manager
		do
			Result := Game_library.events_controller
		end
	
feature {GAME_RENDERER} 

	item: POINTER
			-- The internal C pointer to the internal representation of Current
	
feature -- Implementation

	dispose
			-- Close
		do
			if exists then
				close
			end
		end
	
end -- class GAME_WINDOW

Generated by ISE EiffelStudio